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Lich

Medium · Undead · CR 21 · Chaotic Evil

Armor Class
18
Hit Points and Hit Dice
170 (20d8+80)
Challenge Rating CR
21

Ability Scores

Core attributes and their modifiers.

STR
12
+1
DEX
16
+3
CON
18
+4
INT
20
+5
WIS
16
+3
CHA
16
+3

Overview

Category Monsters
Size Medium
Type Undead
Alignment Chaotic Evil
XP 33000
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Truesight 120 ft (36.6 m)
Passive Perception 20

Saving Throws

Constitution +11 Intelligence +12 Wisdom +10

Skills

Arcana +12 History +12 Insight +10 Perception +10 Religion +12

Languages

any six

Resistances & Immunities

Damage Immunities
necrotic, poison; damage from nonmagical weapons
Damage Resistances
cold, lightning
Condition Immunities
charmed, fatigue, frightened, paralyzed, poisoned

Traits

Legendary Resistance (3/Day)

The lichs body or vestments are warded with three protective runes. When the lich fails a saving throw, it can choose to succeed instead. When it does so, one of its protective runes disappears.

Rejuvenation

If it has a soul vessel, a destroyed lich gains a new body in 1d10 days, regaining all its hit points. The new body forms within 10 feet of the soul vessel.

Spellcasting

The lich is a 16th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20 +12 to hit with spell attacks). The lich has the following wizard spells prepared:

  • Cantrips (at will): Fire Bolt, Mage Hand, Prestidigitation
  • 1st-Level (4 slots): Detect Magic, Shield, Silent Image, Thunderwave
  • 2nd-Level (3 slots): Blur, Detect Thoughts, Locate Object
  • 3rd-Level (3 slots): Animate Dead, Dispel Magic, Fireball
  • 4th-Level (3 slots): Confusion, Dimension Door
  • 5th-Level (2 slots): Geas, Scrying
  • 6th-Level (1 slot): Create Undead, Disintegrate
  • 7th-Level (1 slot): Finger of Death, Teleport, 8th-level (1 slot): Power Word Stun

Tongueless Utterance

Unless a spell has only a vocal component, the lich can cast the spell without providing a vocal component.

Turn Resistance

The lich has advantage on saving throws against any effect that turns undead.

Undead Nature

A lich doesnt require air, sustenance, or sleep.

Actions

Blur

(2nd-Level; V, Concentration) The lichs form is blurred. Attack rolls against it are made with disadvantage unless the attacker has senses that allow them to perceive without sight or to see through illusions (like blindsight or truesight).

Confusion

(4th-Level; S, M, Concentration) Each creature within 10 feet of a point the lich can see within 120 feet makes a DC 20 Wisdom saving throw becoming rattled until the end of its next turn on a success. On a failure a creature is confused for 1 minute and can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.

Disintegrate

(6th-Level; S, M) The lich disintegrates a target within 60 feet. A Large or smaller nonmagical object or creation of magical force or a 10-foot-cube section thereof is automatically destroyed. A creature makes a DC 20 Dexterity saving throw taking 75 (10d6 + 40) force damage on a failed save. If reduced to 0 hit points the creature and its nonmagical gear are disintegrated and the creature can be restored to life only with true resurrection or wish.

Finger of Death

(7th-Level; S) A creature within 60 feet makes a DC 20 Constitution saving throw taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a zombie under the lichs control at the start of the lichs next turn.

Fire Bolt

+12 to hit, range 120 ft (36.6 m). Hit: 3d10 fire damage.

(Cantrip; S) Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage.

Fireball

(3rd-Level; S, M) Fire streaks from the lich to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 20 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.

Power Word Stun

(8th-Level; V) The lich targets a creature within 60 feet. If the target has more than 150 hit points it is rattled until the end of its next turn. Otherwise it is stunned. It can make a DC 20 Constitution saving throw at the end of each of its turns ending the effect on a success.

Thunderwave

(1st-Level; S) Thunder rolls from the lich in a 15-foot cube. Each creature in the area makes a DC 20 Constitution saving throw. On a failure a creature takes 9 (2d8) thunder damage and is pushed 10 feet from the lich. On a success a creature takes half damage and is not pushed.

Bonus Actions

Death Aura

The aura casts purple light. Each living creature that ends its turn inside the aura takes 17 (5d6) necrotic damage, and the lich regains the same number of hit points.

Eldritch Aura

The lich surrounds itself with a magical, rune-covered, glowing, translucent aura in a 10-foot radius. The aura moves with the lich and casts dim light inside its area. The aura disappears at the beginning of the lichs next turn.

Shield Aura

The aura casts orange light. It has 35 hit points. Whenever the lich would take damage, the aura takes the damage instead, and the aura visibly weakens. If the damage reduces the aura to 0 hit points, the aura disappears, and the lich takes any excess damage.

Spell Shield Aura

The aura casts blue light. Any spell cast with a 5th-level or lower spell slot from outside the aura can't affect anything inside the aura. Using a spell to target something inside the aura or include the auras space in an area has no effect on anything inside.

Reactions

Sabotage Spell

When a creature within 60 feet casts a spell that targets the lich, the lich attempts to interrupt it. The lich makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the caster takes 10 (3d6) necrotic damage.

Shield

(1st-Level; V) When the lich is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the beginning of its next turn.

Legendary Actions

Arc Lightning

Cost 3

The lich uses Arc Lightning.

Cast Spell

Cost 1

The lich casts cantrip or a 1st-level spell. The lich can use 2 legendary actions to cast a 2nd-level spell or 3 legendary actions to cast a 3rd-level spell.

Paralyzing Touch

Cost 2

+12 to hit, reach 5 ft (1.5 m). Hit: 4d6+5 cold damage.

The lich uses Paralyzing Touch.

The lich can take 3 legendary actions

Cost 1

Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.

About Lich

Lich is a medium undead with a Challenge Rating of 21. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 170 hit points (derived from 20d8+80).

Lich has communication capabilities including any six. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Lich

2 tips available

When using Lich in your D&D 5e campaign, consider these tactical approaches:

  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.

Player Guide: Facing Lich

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 21.

High-Level Solo Encounter:

This creature is too powerful for a single level-20 character. You need 3.0 character(s) at maximum level (20) to face this creature.

Experience Point Thresholds:

  • Medium: 46,200 XP
  • Hard: 69,300 XP
  • Deadly: 92,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Lich?
Lich has a Challenge Rating of 21, making it appropriate for parties of level 21.0.
What type of creature is Lich?
Lich is a Medium Undead, which affects how certain spells and abilities interact with it.
What languages does Lich speak?
Lich can communicate in any six.

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